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cycle.c
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cycle.c
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/* Sarien - A Sierra AGI resource interpreter engine
* Copyright (C) 1999, 2007-2003 Stuart George and Claudio Matsuoka
*
* $Id: cycle.c,v 1.103 2003/08/17 20:33:56 cmatsuoka Exp $
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; see docs/COPYING for further details.
*/
#include <string.h>
#include "sarien.h"
#include "agi.h"
#include "text.h"
#include "sprite.h"
#include "graphics.h"
#include "keyboard.h"
#include "menu.h"
#include "savegame.h"
#define TICK_SECONDS 20
#ifdef USE_MOUSE
struct mouse mouse;
#endif
#ifndef MACOSX_SDL
volatile UINT32 clock_ticks;
volatile UINT32 clock_count;
#endif
/**
* Set up new room.
* This function is called when ego enters a new room.
* @param n room number
*/
void new_room (int n)
{
struct vt_entry *v;
int i;
_D (_D_WARN "*** room %d ***", n);
stop_sound ();
i = 0;
for_each_vt_entry (v) {
v->entry = i++;
v->flags &= ~(ANIMATED|DRAWN);
v->flags |= UPDATE;
v->step_time = 1;
v->step_time_count = 1;
v->cycle_time = 1;
v->cycle_time_count = 1;
v->step_size = 1;
}
agi_unload_resources ();
game.player_control = TRUE;
game.block.active = FALSE;
game.horizon = 36;
game.vars[V_prev_room] = game.vars[V_cur_room];
game.vars[V_cur_room] = n;
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
game.vars[V_ego_view_resource] = game.view_table[0].current_view;
agi_load_resource (rLOGIC, n);
/* Reposition ego in the new room */
switch (game.vars[V_border_touch_ego]) {
case 1:
game.view_table[0].y_pos = _HEIGHT - 1;
break;
case 2:
game.view_table[0].x_pos = 0;
break;
case 3:
game.view_table[0].y_pos = HORIZON + 1;
break;
case 4:
game.view_table[0].x_pos = _WIDTH - game.view_table[0].x_size;
break;
}
game.vars[V_border_touch_ego] = 0;
setflag (F_new_room_exec, TRUE);
game.exit_all_logics = TRUE;
write_status ();
write_prompt ();
}
static void reset_controllers ()
{
int i;
for (i = 0; i < MAX_DIRS; i++) {
game.ev_keyp[i].occured = FALSE;
}
}
static void interpret_cycle ()
{
int old_sound, old_score;
if (game.player_control)
game.vars[V_ego_dir] = game.view_table[0].direction;
else
game.view_table[0].direction = game.vars[V_ego_dir];
check_all_motions ();
old_score = game.vars[V_score];
old_sound = getflag (F_sound_on);
game.exit_all_logics = FALSE;
while (run_logic (0) == 0 && !game.quit_prog_now) {
game.vars[V_word_not_found] = 0;
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
old_score = game.vars[V_score];
setflag (F_entered_cli, FALSE);
game.exit_all_logics = FALSE;
reset_controllers ();
}
reset_controllers ();
game.view_table[0].direction = game.vars[V_ego_dir];
if (game.vars[V_score] != old_score || getflag(F_sound_on) != old_sound)
write_status ();
game.vars[V_border_touch_obj] = 0;
game.vars[V_border_code] = 0;
setflag (F_new_room_exec, FALSE);
setflag (F_restart_game, FALSE);
setflag (F_restore_just_ran, FALSE);
if (game.gfx_mode) {
update_viewtable ();
do_update ();
}
}
/**
* Update AGI interpreter timer.
*/
void update_timer ()
{
clock_count++;
play_sound();
if (clock_count <= TICK_SECONDS)
return;
clock_count -= TICK_SECONDS;
if (!game.clock_enabled)
return;
setvar (V_seconds, getvar (V_seconds) + 1);
if (getvar (V_seconds) < 60)
return;
setvar (V_seconds, 0);
setvar (V_minutes, getvar (V_minutes) + 1);
if (getvar (V_minutes) < 60)
return;
setvar (V_minutes, 0);
setvar (V_hours, getvar (V_hours) + 1);
if (getvar (V_hours) < 24)
return;
setvar (V_hours, 0);
setvar (V_days, getvar (V_days) + 1);
}
static int old_mode = -1;
void new_input_mode (int i)
{
old_mode = game.input_mode;
game.input_mode = i;
}
void old_input_mode ()
{
game.input_mode = old_mode;
}
/* If main_cycle returns FALSE, don't process more events! */
int main_cycle ()
{
unsigned int key, kascii;
struct vt_entry *v = &game.view_table[0];
poll_timer (); /* msdos driver -> does nothing */
update_timer ();
if (game.ver == 0) {
message_box ("Warning: game CRC not listed, assuming "
"AGI version 2.917.");
game.ver = -1;
}
key = do_poll_keyboard ();
#ifdef USE_MOUSE
/* In AGI Mouse emulation mode we must update the mouse-related
* vars in every interpreter cycle.
*/
if (opt.agimouse) {
game.vars[28] = mouse.x / 2;
game.vars[29] = mouse.y;
}
#endif
#ifdef USE_CONSOLE
if (key == KEY_PRIORITY) {
erase_both ();
debug.priority = !debug.priority;
show_pic ();
blit_both ();
commit_both ();
key = 0;
}
if (key == KEY_STATUSLN) {
debug.statusline = !debug.statusline;
write_status ();
key = 0;
}
#endif
/* Click-to-walk mouse interface */
if (game.player_control && v->flags & ADJ_EGO_XY) {
v->direction = get_direction (v->x_pos, v->y_pos,
v->parm1, v->parm2, v->step_size);
if (v->direction == 0)
in_destination (v);
}
kascii = KEY_ASCII (key);
if (!console_keyhandler (key)) {
if (kascii) setvar (V_key, kascii);
process_key:
switch (game.input_mode) {
case INPUT_NORMAL:
if (!handle_controller (key)) {
if (key == 0 || !game.input_enabled)
break;
handle_keys (key);
/* if ESC pressed, activate menu before
* accept.input from the interpreter cycle
* sets the input mode to normal again
* (closes: #540856)
*/
if (key == KEY_ESCAPE) {
key = 0;
goto process_key;
}
/* commented out to close bug #438872
* if (key) game.keypress = key;
*/
}
break;
case INPUT_GETSTRING:
handle_controller (key);
handle_getstring (key);
setvar (V_key, 0); /* clear ENTER key */
break;
case INPUT_MENU:
menu_keyhandler (key);
console_cycle ();
return FALSE;
case INPUT_NONE:
handle_controller (key);
if (key) game.keypress = key;
break;
}
} else {
if (game.input_mode == INPUT_MENU) {
console_cycle ();
return FALSE;
}
}
console_cycle ();
if (game.msg_box_ticks > 0)
game.msg_box_ticks--;
return TRUE;
}
static int play_game ()
{
int ec = err_OK;
_D (_D_WARN "initializing...");
_D (_D_WARN "game.ver = 0x%x", game.ver);
stop_sound ();
clear_screen (0);
game.horizon = HORIZON;
game.player_control = FALSE;
setflag (F_logic_zero_firsttime, TRUE); /* not in 2.917 */
setflag (F_new_room_exec, TRUE); /* needed for MUMG and SQ2! */
setflag (F_sound_on, TRUE); /* enable sound */
setvar (V_time_delay, 2); /* "normal" speed */
game.gfx_mode = TRUE;
game.quit_prog_now = FALSE;
game.clock_enabled = TRUE;
game.line_user_input = 22;
#ifdef USE_MOUSE
if (opt.agimouse)
report ("Using AGI Mouse 1.0 protocol\n");
#endif
report ("Running AGI script.\n");
#ifdef USE_CONSOLE
console.count = 5;
console_prompt ();
#endif
setflag (F_entered_cli, FALSE);
setflag (F_said_accepted_input, FALSE);
game.vars[V_word_not_found] = 0;
game.vars[V_key] = 0;
_D (_D_WARN "Entering main loop");
do {
if (!main_cycle ())
continue;
if (getvar (V_time_delay) == 0 ||
(1 + clock_count) % getvar (V_time_delay) == 0)
{
if (!game.has_prompt && game.input_mode == INPUT_NORMAL) {
write_prompt ();
game.has_prompt = 1;
} else
if (game.has_prompt && game.input_mode == INPUT_NONE) {
write_prompt ();
game.has_prompt = 0;
}
interpret_cycle ();
setflag (F_entered_cli, FALSE);
setflag (F_said_accepted_input, FALSE);
game.vars[V_word_not_found] = 0;
game.vars[V_key] = 0;
}
if (game.quit_prog_now == 0xff)
ec = err_RestartGame;
} while (game.quit_prog_now == 0);
stop_sound ();
return ec;
}
int run_game ()
{
int i, ec = err_OK;
#ifdef USE_HIRES
if (opt.cgaemu)
opt.hires = 0;
#endif
for (i = 0; i < MAX_DIRS; i++)
memset (&game.ev_keyp[i], 0, sizeof (struct agi_event));
/* Execute the game */
do {
_D(_D_WARN "game loop");
_D(_D_WARN "game.ver = 0x%x", game.ver);
if (agi_init () != err_OK)
break;
//add_s9_words();
if (ec == err_RestartGame)
setflag (F_restart_game, TRUE);
setvar (V_computer, 0); /* IBM PC (4 = Atari ST) */
setvar (V_soundgen, 1); /* IBM PC SOUND */
setvar (V_monitor, 0x3); /* EGA monitor */
setvar (V_max_input_chars, 38);
game.input_mode = INPUT_NONE;
game.input_enabled = 0;
game.has_prompt = 0;
game.state = STATE_RUNNING;
ec = play_game();
game.state = STATE_LOADED;
agi_deinit ();
} while (ec == err_RestartGame);
menu_deinit();
release_image_stack();
return ec;
}